From 6123f8e2453d299e4b9ca88600dcdec5db9ab944 Mon Sep 17 00:00:00 2001 From: Dave Airlie Date: Mon, 5 Jun 2023 17:15:20 +1000 Subject: [PATCH] lavapipe: fix indentation whitespace these were indented too much. Reviewed-by: Roland Scheidegger Part-of: --- src/gallium/frontends/lavapipe/lvp_execute.c | 46 ++++++++++---------- 1 file changed, 23 insertions(+), 23 deletions(-) diff --git a/src/gallium/frontends/lavapipe/lvp_execute.c b/src/gallium/frontends/lavapipe/lvp_execute.c index 80524abcbcc..cf2bcc7b82a 100644 --- a/src/gallium/frontends/lavapipe/lvp_execute.c +++ b/src/gallium/frontends/lavapipe/lvp_execute.c @@ -757,29 +757,29 @@ unbind_graphics_stages(struct rendering_state *state, VkShaderStageFlagBits shad memset(&state->access[stage], 0, sizeof(state->access[stage])); state->has_pcbuf[stage] = false; switch (stage) { - case MESA_SHADER_FRAGMENT: - if (state->shaders[MESA_SHADER_FRAGMENT]) - state->pctx->bind_fs_state(state->pctx, NULL); - state->noop_fs_bound = false; - break; - case MESA_SHADER_GEOMETRY: - if (state->shaders[MESA_SHADER_GEOMETRY]) - state->pctx->bind_gs_state(state->pctx, NULL); - break; - case MESA_SHADER_TESS_CTRL: - if (state->shaders[MESA_SHADER_TESS_CTRL]) - state->pctx->bind_tcs_state(state->pctx, NULL); - break; - case MESA_SHADER_TESS_EVAL: - if (state->shaders[MESA_SHADER_TESS_EVAL]) - state->pctx->bind_tes_state(state->pctx, NULL); - break; - case MESA_SHADER_VERTEX: - if (state->shaders[MESA_SHADER_VERTEX]) - state->pctx->bind_vs_state(state->pctx, NULL); - break; - default: - unreachable("what stage is this?!"); + case MESA_SHADER_FRAGMENT: + if (state->shaders[MESA_SHADER_FRAGMENT]) + state->pctx->bind_fs_state(state->pctx, NULL); + state->noop_fs_bound = false; + break; + case MESA_SHADER_GEOMETRY: + if (state->shaders[MESA_SHADER_GEOMETRY]) + state->pctx->bind_gs_state(state->pctx, NULL); + break; + case MESA_SHADER_TESS_CTRL: + if (state->shaders[MESA_SHADER_TESS_CTRL]) + state->pctx->bind_tcs_state(state->pctx, NULL); + break; + case MESA_SHADER_TESS_EVAL: + if (state->shaders[MESA_SHADER_TESS_EVAL]) + state->pctx->bind_tes_state(state->pctx, NULL); + break; + case MESA_SHADER_VERTEX: + if (state->shaders[MESA_SHADER_VERTEX]) + state->pctx->bind_vs_state(state->pctx, NULL); + break; + default: + unreachable("what stage is this?!"); } state->shaders[stage] = NULL; }